Fix language of executable being Germany. Corrected internal process name for windows executable. Properly update discord status state on Main Menu.

This commit is contained in:
sigonasr2 2024-01-06 03:30:00 -06:00
parent e132eeab4e
commit c352bf61df
14 changed files with 126 additions and 33 deletions

View File

@ -28,21 +28,21 @@ VS_VERSION_INFO VERSIONINFO
BEGIN
BLOCK "StringFileInfo"
BEGIN
BLOCK "040704b0"
BLOCK "040904b0"
BEGIN
VALUE "CompanyName", "Sig"
VALUE "FileDescription", "Crawler Game"
VALUE "CompanyName", "Sig Productions"
VALUE "FileDescription", "Adventures in Lestoria"
VALUE "FileVersion", "0.2.1.5299"
VALUE "InternalName", "Crawler.exe"
VALUE "LegalCopyright", "Copyright 2023"
VALUE "OriginalFilename", "Crawler.exe"
VALUE "ProductName", "Crawler"
VALUE "LegalCopyright", "Copyright © 2023-2024"
VALUE "OriginalFilename", "Adventures in Lestoria.exe"
VALUE "ProductName", "Adventures in Lestoria"
VALUE "ProductVersion", "0.2.1.5299"
END
END
BLOCK "VarFileInfo"
BEGIN
VALUE "Translation", 0x407, 1200
VALUE "Translation", 0x409, 1200
END
END

View File

@ -683,6 +683,7 @@
<Text Include="TODO.txt" />
</ItemGroup>
<ItemGroup>
<Image Include="assets\AiL_512.png" />
<Image Include="assets\heart.ico" />
<Image Include="assets\menus\Character_Info.png" />
</ItemGroup>

View File

@ -408,6 +408,9 @@
<ClInclude Include="TitleScreen.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Audio.h">
<Filter>Header Files</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<ClCompile Include="Player.cpp">
@ -686,6 +689,9 @@
<ClCompile Include="TitleScreen.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Audio.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<None Include="cpp.hint" />
@ -799,6 +805,8 @@
</Text>
<Text Include="Adventures in Lestoria_Story_Chapter_1 (2).txt" />
<Text Include="Adventures in Lestoria_System_Overview.txt" />
<Text Include="assets\config\bgm\bgm.txt" />
<Text Include="assets\config\bgm\events.txt" />
</ItemGroup>
<ItemGroup>
<Image Include="assets\heart.ico">
@ -807,6 +815,9 @@
<Image Include="assets\menus\Character_Info.png">
<Filter>Documentation\Menus</Filter>
</Image>
<Image Include="assets\AiL_512.png">
<Filter>Resource Files</Filter>
</Image>
</ItemGroup>
<ItemGroup>
<ResourceCompile Include="Adventures in Lestoria.rc">

View File

@ -2517,16 +2517,16 @@ void AiL::UpdateDiscordStatus(std::string levelName,std::string className){
if(Discord){
::discord::Activity newActivity{};
newActivity.SetDetails(levelName.c_str());
newActivity.SetState(std::format("Level {} {}",player->Level(),className).c_str());
discord::ActivityTimestamps&timestamps=newActivity.GetTimestamps();
timestamps.SetStart(gameStarted);
newActivity.SetType(discord::ActivityType::Playing);
discord::ActivityAssets&assets=newActivity.GetAssets();
assets.SetLargeImage("ail_512");
assets.SetLargeText(game->sAppName.c_str());
assets.SetSmallText(std::format("Level {} {}",player->Level(),className).c_str());
if(levelName!="Main Menu"){
newActivity.SetState(std::format("Level {} {}",player->Level(),className).c_str());
assets.SetSmallText(std::format("Level {} {}",player->Level(),className).c_str());
std::for_each(className.begin(),className.end(),[](char&c){c=std::tolower(c);});
assets.SetSmallImage(("nico-"+className+"_512").c_str());
}

View File

@ -45,6 +45,7 @@ INCLUDE_DATA
float Audio::defaultFadeTime;
void Audio::Initialize(){
Engine().SetBackgroundPlay(true);
Self().events.insert("Default Volume");
for(auto&[key,data]:DATA["Events"]){
Self().events.insert(key);
@ -228,4 +229,8 @@ void Audio::SetAudioEvent(const Event&eventName){
std::string operator""_SFX(const char*key,size_t length){
return "sfx_directory"_S+std::string(key,length);
}
const SongName&Audio::GetTrackName(){
return Self().currentBGM;
}

View File

@ -58,6 +58,7 @@ public:
static void PlayBGM(const std::string_view sound,const bool loop=true);
static void StopBGM();
static const Event&GetAudioEvent();
static const SongName&GetTrackName();
static void SetAudioEvent(const Event&eventName);
static const bool BGMIsPlaying();
private:

View File

@ -41,8 +41,11 @@ All rights reserved.
#include "TitleScreen.h"
#include "Key.h"
INCLUDE_game
void State_MainMenu::OnStateChange(GameState*prevState){
TitleScreen::Reset();
game->UpdateDiscordStatus("Main Menu","");
};
void State_MainMenu::OnUserUpdate(AiL*game){
TitleScreen::Update();

View File

@ -106,27 +106,38 @@ void State_OverworldMap::OnUserUpdate(AiL*game){
Menu::OpenMenu(CRAFT_CONSUMABLE);
}
if(game->GetKey(K1).bPressed){
Audio::Play("sfx100v2_loop_water_01.mp3"_SFX);
}
if(game->GetKey(F1).bPressed){
Audio::PlayBGM("foresty1_1");
}else
if(game->GetKey(F2).bPressed){
Audio::PlayBGM("foresty0");
}
if(game->GetKey(K2).bPressed){
Audio::SetAudioEvent("Default Volume");
}
if(game->GetKey(K3).bPressed){
Audio::SetAudioEvent("LowHealth");
}
if(game->GetKey(K4).bPressed){
Audio::SetAudioEvent("InCombat");
}
if(game->GetKey(K5).bPressed){
Audio::SetAudioEvent("Underwater");
}
#pragma region Audio Test
if(game->GetKey(K1).bPressed){
Audio::Play("sfx100v2_loop_water_01.mp3"_SFX);
}
if(game->GetKey(F1).bPressed){
Audio::PlayBGM("foresty1_1");
lastAudioTime=0.f;
}else
if(game->GetKey(F2).bPressed){
Audio::PlayBGM("foresty0");
lastAudioTime=0.f;
}
if(game->GetKey(K2).bPressed){
Audio::SetAudioEvent("Default Volume");
lastEventTime=0.f;
}
if(game->GetKey(K3).bPressed){
Audio::SetAudioEvent("LowHealth");
lastEventTime=0.f;
}
if(game->GetKey(K4).bPressed){
Audio::SetAudioEvent("InCombat");
lastEventTime=0.f;
}
if(game->GetKey(K5).bPressed){
Audio::SetAudioEvent("Underwater");
lastEventTime=0.f;
}
lastEventTime=std::clamp(lastEventTime+game->GetElapsedTime(),0.f,5.0f);
lastAudioTime=std::clamp(lastAudioTime+game->GetElapsedTime(),0.f,5.0f);
#pragma endregion
#pragma region Handle Connection Point Clicking and Movement
for(ConnectionPoint&cp:connections){
@ -169,6 +180,16 @@ void State_OverworldMap::Draw(AiL*game){
break;
}
}
#pragma region Audio Test
std::stringstream eventText;
eventText<<"Event Set to: ";
eventText<<std::quoted(Audio::GetAudioEvent());
std::stringstream audioText;
audioText<<"Audio Track Set to: ";
audioText<<std::quoted(Audio::GetTrackName());
if(lastEventTime!=5.0f)game->DrawShadowStringPropDecal({2,game->ScreenHeight()-36.f},eventText.str(),{255,255,255,uint8_t(util::lerp(255,0,lastEventTime/5.0f))},{0,0,0,uint8_t(util::lerp(255,0,lastEventTime/5.0f))});
if(lastAudioTime!=5.0f)game->DrawShadowStringPropDecal({2,game->ScreenHeight()-20.f},audioText.str(),{255,255,255,uint8_t(util::lerp(255,0,lastAudioTime/5.0f))},{0,0,0,uint8_t(util::lerp(255,0,lastAudioTime/5.0f))});
#pragma endregion
};
void State_OverworldMap::SetStageMarker(std::string connectionName){
for(ConnectionPoint&connection:connections){

View File

@ -46,6 +46,8 @@ class State_OverworldMap:public GameState{
float currentTime=0;
vf2d playerTargetPos;
const float playerMoveSpd=48.0;
float lastEventTime=0.f;
float lastAudioTime=0.f;
public:
State_OverworldMap();
static std::vector<ConnectionPoint>connections;

View File

@ -14,11 +14,12 @@ Audio Engine
Settings Menu
- Any settings should be saved to the save file!
- Volume Controls
- Play Sound in Background
- Key Configuration
-Upon pressing a key, check if the key is bound to another option, if so,
remove that bind from the list. Up to two keys may be binded per action.
-We have to save keybinds to the save file.
-Smooth Movement
-Smooth Movement
January 31st
============

View File

@ -66,6 +66,7 @@ void TitleScreen::Initialize(){
Reset();
}
void TitleScreen::Reset(){
state=BUILDING;
for(Particle&p:particles){
switch(util::random()%4){
case 0:{ //Top Edge

View File

@ -39,7 +39,7 @@ All rights reserved.
#define VERSION_MAJOR 0
#define VERSION_MINOR 2
#define VERSION_PATCH 1
#define VERSION_BUILD 5379
#define VERSION_BUILD 5389
#define stringify(a) stringify_(a)
#define stringify_(a) #a

View File

@ -24,7 +24,7 @@ BGM
Events
{
LowHealth = 50%,60%,20%,20%
LowHealth = 50%,100%,20%,20%
InCombat = 90%,100%,0%,0%
Underwater = 0%,0%,100%,100%
}

View File

@ -0,0 +1,47 @@
January 1st
===========
The Hub / NPC Interactions
Save/Load Game
EMSCRIPTEN Version: ???
NEW GAME -> Ask for a User ID -> Ask for a Save File Name -> Saves the Game -> Starts the Game
LOAD GAME -> Ask for a User ID -> Shows Available Files -> Click to Load -> Start Game
Audio Engine
- Audio Ambience Zones
- Menu Sound Effects
- Attack / Enemy Sound Effects
- Music Loading/Looping
Settings Menu
- Any settings should be saved to the save file!
- Volume Controls
- Play Sound in Background
- Key Configuration
-Upon pressing a key, check if the key is bound to another option, if so,
remove that bind from the list. Up to two keys may be binded per action.
-We have to save keybinds to the save file.
-Smooth Movement
January 31st
============
Implement the rest of the enemy types:
- Baby Wolf
- Wolf
- Wolf Leader
- Baby Bear
- Brown Bear
- Green Frog
- Red Frog
- Orange Frog
- Blue Frog
Implement Ursule, Mother of Bears Boss
Story proofreading/correcting/storyboarding
- Add a command to play sound effects/music.
- Fix Keyboard/Controller Menu Navigation (Need clearly defined rules)
- Game Controller Support
- Should use the Keybind structure that already exists.
- Loading Screen
- Title Screen setpieces
- Export/Import Save Files Online/Offline
- Consider controls for fine-tuning music and how they sound during events.